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Chazore said:
SvennoJ said:

There are limits to porting and compromises you have to make when you are going to port games later.

Take VR for example. It's great some games cross over from PC to PSVR and vice versa, yet there are problems. PSVR is limited in room scale options (more like closet scale) and the move controllers are a poor substitute for Vive's controllers.

Fantastic contraption still worked on PSVR yet very limited to the PC version. 360 degree shooting galleries are also not ideal for PSVR, while PSVR has better movement options with a DS4 and being stuck to teleportation from PC ports is annoying. Doom was obviously made for PC first with a poorly implemented aim controller tacked on, same as Arizona Sunshine. The exclusive Far point made much better use out of it.

Astrobot was specifically made for the DS4 and limitations of PSVR. That made it one of the best PSVR games yet hard to port to other systems. (Although you could simply plug a DS4 into the PC, or maybe not, need the ps camera to track it)

Anyway exclusives on consoles can get every last bit of juice out of the system and use the controllers to their full extent. Exclusives on PC can give you options that go far beyond what consoles are capable of.

But of course. The same is said for both sides of the spectrum, whenever X game is ported to Y system.

Those two issues seem related to hw ones, the latter not having hindsight to see what else those pretrials could be used for. I'm not disagreeing either. 

It seems as though the PSVR peripherals were very much designed with PSVR in mind, rather than whatever headset could be used with X/Y peripherals. I was just talking about this the other day with a work colleague, on how nice it would be to see all the headsets and their peripherals being able to work on X/Y games on different platforms.

DOOM was made for PC, and I still think that it remains as being one of the ebst PC versions to come out in the past 10 years. DOOM's MP however was made for consoles, designed by a console based team that worked for both the PC/console's respective MP versions. Then again, I started out with gamepads for the longest time, even despite me also owning a PC in the times when I was a kid. Fast forward to today and I cannot for the life of me play any FPS game with a gamepad, the M+K just feels more natural to me, so whenever I see a game with fps combat with a gamepad in mind (which are thankfully rare), I feel like I'd end up suffering.

Console 1st parties definitely get juice from what they were designed for. I just wish the exact same could be said for PC's. I like having options on PC, but I consider them baseline and a requirement, rather than a nice thing to have. I'd really like for DOOM levels of performance on all sorts of PC games, because then I'd get far more from my hw in years longer. 

There are way too many hardware configurations on PC to go very far in that. The pro consoles are already muddying how well games run on either hardware profile. Either they don't make full use of the pro version, or the base version suffers too much. Console is still the way to go to get 6 years or more guaranteed performance from all new games. Well maybe some ports excluded.

Meanwhile on PC I got locked out of playing Elite Dangerous any further until I upgraded my hardware. On the plus side, now I've got a new gaming laptop it looks phenomenal again.

I started out with the keyboard with Doom, you could not aim up and down either. Quake introduced the mouse for aiming. It took me years to get used to playing fps with a gamepad on consoles. It took about 5 minutes to get used to the aim controller. Controllers have never been a good fit for fps, yet a whole generation has grown up with that control scheme and my kids now suck with mouse and KB on Fortnite. They rather play with controller.